In this lesson, using automatically created motion as the basis, you’ll animate a biped walking with a rolling, springy step.
The automatic footsteps generate a starting point for you. You’ll then change the automatic walk into something more expressive and distinctive. This sophisticated yet simple approach results in a natural-looking motion that you can create quickly.
Set up the lesson:
In this file, a biped is standing near the origin.
Biped near origin of grid
A white box outlines the selected body part.
The Biped controls are displayed.
Next you’ll turn on Footstep Mode. If Figure Mode was on, it turns off automatically.
Create multiple footsteps:
The Footstep mode button turns yellow, and the Footstep Creation and Footstep Operations rollouts are displayed.
The Create Multiple Footsteps: Walk dialog is displayed. Here you see many parameters for creating multiple footsteps. You’ll only change the number of footsteps, leaving the other defaults as they are.
Footprints are displayed in white in the viewport. These are inactive footsteps. They do not yet control any animation for the biped. If you click the Play Animation button, the biped won't move.
Inactive footsteps
The footsteps are activated. Animation keys are created for the biped.
The biped walks.
The biped takes a step.
The biped takes another step.
The biped keeps on walking.
Notice that the first footstep is numbered 0, and the last footstep is numbered 7.
The track bar displays keys for the length of the animation.
Body Horizontal keys
Keys are visible at the same frames on the track bar.
Body Vertical keys
The biped walks, but without much character.
In the following procedures, you'll begin individualizing the motion by adjusting the keys for the Body Horizontal, Vertical, and Rotation tracks. You'll exaggerate the rotation of the center of mass to create a more energetic walk.
Adjust body rotation keys:
Be sure a part of the biped is still selected. In the Track Selection rollout, click the Body Rotation button.
The Transform gizmo displays for rotation. The track bar displays the rotation keys.
< and > keys on the keyboard to move between keyframes without clicking the mouse.
Key mode lets you use Previous and Next Key buttons to jump between keyframes for the selected object. You can also use theRotation of the center of mass object about the X axis
When you set the key, the biped will shift position slightly. In the viewport, you can see that the blue foot is no longer crossing the green.
Biped foot snaps away from the other foot.
What is happening is that the foot, calf, and thigh bones are being controlled by the footstep gizmos. The footsteps represent a pair of keys with IK Blend set to 1 and the Join To Prev IK key turned on. When you set the key, these settings force the foot, calf, and leg bones back into the correct path for walking.
Negative rotation with blue foot in contact with the ground
Positive rotation at frame 54
When you are done, play the animation and notice the increased hip swings that result from rotating the center of mass back and forth.
If you load the newly saved mywalk.bip file into a scene containing a skinned character, the character will swing its hips according to the instructions you saved in this file. Play the animation to determine if you need to adjust it. For instance, Dr. X (from the quick start tutorial) has huge feet, which may need to be moved further apart so they don't pass through the legs accidentally.
Dr. X character with distinctive walk
Add spring to the step:
To load a BIP file, create or select a biped. On the Motion panel > Biped rollout, click Load File and open the file. This transfers all the movement information in the file to the biped.
This selects the vertical position track for the center of mass object.
The knees bend because the feet are controlled by the footsteps.
This sets a key for the change you've made in the viewport; otherwise, the change is discarded.
The biped walks with newfound bounce.
Add arm and hand motions:
Arm and hand motions are an integral part of an individual’s gait. In the following sequence, you'll customize the arm motion by moving the hands and rotating the arms.
You previously created keyframes using the Set Key button; however, for this technique, you'll use Auto Key instead.
When the green foot is extended, the blue arm swings forward. When the blue foot swings out, the green arm swings forward. See if you can find the frame at which the hand extends the farthest forward.
The track bar displays the keys for the hand.
There is a key in track bar at that frame for the hand object.
Using the Transform gizmo, move the hand approximately 10 units upward on the Z axis.
By moving the hand, you've also rotated the two arm bones. The keys for the hand and arm bones are stored on a single track.
The hand moved upward
The upper arm rotated around the Z axis
The hand rotated close to the chest
You can position the arm using forward kinematics (the rotation of the parent objects) or inverse kinematics, using position transform on the end of the chain: in this case, the position of the wrist. You can also rotate the hands.
View of the arm behind the biped
Save it as mywalk3.bip.
Dr. X with spring in his step
Add head motions:
You can edit the head motion to make the biped’s walk look more natural. In this procedure, you'll add head rotations to accentuate the COM rotation.
The head rotated downward
Rotate the head to follow the movement, or rotate the head to oppose the shoulders.
Natural head motion is smooth, so the orientations should change gradually from one key to the next.
head_rotate_with.bip and head_rotate_against.bip.
You can now save your work as mywalk4.bip. You can check your file againstDr. X's distinctive walk with head rotation